Shuck Or Dumbler
what portmanteau is the best?
I was thinking that it could just give you a score at the end of the level, but I guess that this could work just as well.
Shambler Moon
#717 posted by ijed on 2013/10/08 11:21:45
Crossover Quake!
Reminds me of a quake / Minecraft texture set I did. But it looked shite and I lost interest.
Ha!
#718 posted by madfox on 2013/10/08 23:54:53
You can't duck in Quake
There's a splendid Dragonite from someone, dunnoh now, who made a Q3 model I recompiled to Quake1. A cheet of a dragon baby!
@enliten- I could animate the first (or second one) if you like.:P
Thanks
but I'll pass... before I get the model up I should have some sort of prototype up and running...
Uni assignments first... so many things to do... such little time.
What tool do you guys use for modelling in Q1?
Model Devellopement
#720 posted by madfox on 2013/10/09 17:31:09
Mostly I use an animation studio for creating the model.
Others use Milkshape, Blender or Max3D.
From there ist is easy to export the model to a 3DS or dxf.
Then one can import them in QMLE, Noeisus or Gmax and compile them.
Quark47 has a handy prog to try them out in game.
Preach site has a lot info how to start and which progs to use.
Anyway, I made the duck model, so here's your prototype.
@Madfox
holy crap man, that is both fast and quality workmanship. It's perfect for the prototype,
I'll need to get onto it :)
Cheers
*
#722 posted by madfox on 2013/10/09 20:12:09
quak
#723 posted by necros on 2013/10/10 01:00:55
i use an old copy of 3ds max 9 and npherno's MD3 compiler to export .3ds frames into an md3 and then use preach's md3tomdl to convert it.
Old New Model
#724 posted by Preach on 2013/11/09 12:29:39
Hi all, got a little model for the weekend here. It's a reworking of the nailgun model, where I was aiming to change three things:
1) Make the model interpolation friendly
2) Make the skin have power-of-2 dimensions
3) Nothing else
Grab it from here and let me know what you think.
New Old Model
#725 posted by Preach on 2013/12/10 23:06:00
So yeah, after seeing the warning tape in MFX's map, I thought it was probably worth creating a more generic texture for the model. So here's a version which has standard yellow/black hazard stripes.
http://tomeofpreach.wordpress.com/2013/12/10/hazard-tape/
To get the skin to look cleaner, I had to modify the way the skinmap works compared to the old model, so they can't be combined as a single file. In this way I justify a whole new blog post for a small cosmetic update : - )
Preach
I'd like to give the helijet a Rubicon 2 reskin, but the exported skin from qme is in pretty poor quality, and I can't even tell where an edge of the skin ends and the blank space begins. Do you perhaps have a better one laying around?
Preach
I'd like to give the helijet a Rubicon 2 reskin, but the exported skin from qme is in pretty poor quality, and I can't even tell where an edge of the skin ends and the blank space begins. Do you perhaps have a better one laying around?
You Can Also
#728 posted by ijed on 2014/01/23 18:23:33
use Qme to paint the triangles on the skin when exporting it.
Theres a button there in the UI.
Yeah
#729 posted by Preach on 2014/01/23 23:21:12
Quickest way to create a mask in QME is create a new skin (which makes it all black), paint white triangles as ijed says, and then export that skin. Bucket-filling the triangle interiors white is optional, you can usually just magic select the outside space at that point. Incidentally, not doing that is good for avoiding seams on your model, it's better to have a sensible colour - but don't forget to paint the pixel at (0,0) a different colour or it's all for naught!
#730 posted by necros on 2014/01/23 23:53:57
quark407 also has a method:
- open the model in quark407
- in the skins area, right click in the white area
- select copy
- right click again -> paste
- you get a new skin map skin
- right click the new skin and export
QME Secret Tricks
#731 posted by Preach on 2014/01/25 02:26:13
That post yesterday reminded me of an article I had planned but never finished. It's a trick in QME which makes the Cut Away Unused Skin option more useful:
http://tomeofpreach.wordpress.com/2014/01/25/qme-skin-reduction-trick/
Knight.mdl
#732 posted by Lunaran on 2014/02/06 07:09:19
Preach! Tried to email you but btinternet apparently blows.
I'm working on a drop-in replacement for knight.mdl - one with the same anim lengths and moveforward offsets, but not a terrible mesh with terrible animation, so you can just put it in id1/progs and have a knight that looks as good as the Hell Knight without any progs code.
It means I've had to replicate even the weird stuff like the groaty 5-frame kneel where his feet lift up off the ground, because there are already mods that use those frames with their own built-in workarounds. My trouble (you might already have guessed what it is): id1 knight.mdl has 97 frames, but if you count the $frame definitions in knight.qc, there are only 96. attackb1 is duplicated as frames 43 and 44 - same name, same data. I'd expect this to screw up all the animations because of the one-frame offset it would introduce, causing incorrect frames to flash at the beginning of all the anims after it (walk and the two deaths), but it doesn't, so somehow Quake digests the model correctly.
My knight.mdl behaves fine in game when it doesn't replicate this bug, but it's then broken in demo playback (exhibiting the aforementioned phantom frames). When I do try to replicate it, exporting the same frame twice into the .mdl with the same name, I get a knight.mdl that musn't be bugged in quite the same way, because then I get the phantom frames during gameplay you'd expect. For this to be a 100% seamless id1 replacement, neither is acceptable.
You've spent quite a bit longer than me noodling around with the format. Any idea what makes the knight's stealth-duped frame special, and how to replicate the specialness?
Knightly Builds
#733 posted by Preach on 2014/02/06 09:55:16
I don't know exactly what's going on there, it looks from a preliminary glance that it's the same pose repeating as attackb1 and attackb2 (although of course the frame names can be anything as the engine ignores them). So if you've tried making a 10 frame sequence and just repeating the first one to make it 11 long, then I'll have to investigate a little further. Leave it with me.
Loonyrant
This guy will be thrilled to hear about a new knight model.
Yeah
#735 posted by ijed on 2014/02/06 13:08:21
Post some screens over there (and here :)
#736 posted by Lunaran on 2014/02/06 16:54:15
Thanks, Preach! :beer:
I'm not going overboard with the knight - it uses the old skin, and doesn't go any farther than good Quake level of detail lest it look out of place, so he's still got one flat quad for a face, but, you know, at least he has an entire quad for his face now :)
Sock was disappointed I didn't give him a nose though.
#737 posted by sock on 2014/02/06 20:21:22
Sock was disappointed I didn't give him a nose though.
*facepalm* Lunaran knight model!
Was It
#738 posted by ijed on 2014/02/06 20:50:27
The facepalm that flattened his nose?
Hi Lunaran
#739 posted by Preach on 2014/02/08 22:32:57
Whatever e-mail glitch there is between us operates both ways, it seems.
I've had a little bit more of a poke around with the knight model and some tools. I took a look at the binary output for the first two frames of attackb, and also ran the model through my python loader so I could inspect how the parsed data turned out. I can't see anything too weird going on with the attackb sequence though - it looks like it's just a length 10 animation sequence, with the first pose duplicated to make the sequence 11 frames long. The engine doesn't actually care what you call the frames, either in demos or live gameplay, it just references them by numbers, so the only important thing is getting them in exactly the same sequence as the original.
Since I can't find anything weird going on, I'm worried that I've misunderstood the problem. Is it possible you can send me some attempted models to take a look at, and see if I can spot what's happening with them?
Good News, Everyone!
#740 posted by Lunaran on 2014/02/13 04:37:24
It turns out I'm just a dumb idiot.
(short version: I was testing the knight out of /lunsp2/, since that's where all my model export stuff was already pointed and I am lazy, and at some point years ago I must have seen the duplicate $frame in knight.qc and "fixed" it, because I am proactive. The odd behavior was just a mismatch between gameplay in lunsp2 and demos recorded in id1, and had nothing to do with the model.)
Thanks, Preach!
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